chore: make the code more readable in menumanager

This commit is contained in:
Kazhnuz 2020-11-27 19:35:00 +01:00
parent 74d8e904b2
commit dca462803f

View file

@ -110,15 +110,15 @@ function MenuSystem:menuExist(name)
return (self.menus[name] ~= nil)
end
function MenuSystem:switchMenu(menu)
for k,v in pairs(self.menus) do
if k == menu then
v:getFocus()
v:setVisibility(true)
v:setActivity(true)
function MenuSystem:switchMenu(menuName)
for name, guiElement in pairs(self.menus) do
if (name == menuName) then
guiElement:getFocus()
guiElement:setVisibility(true)
guiElement:setActivity(true)
else
v:setVisibility(false)
v:setActivity(false)
guiElement:setVisibility(false)
guiElement:setActivity(false)
end
end
end
@ -156,38 +156,39 @@ function MenuSystem:setMenuVisibility(menu, visibility)
end
function MenuSystem:setAllMenuVisibility(visibility)
for k,v in pairs(self.menus) do
v:setVisibility(visibility)
for _, guiElement in pairs(self.menus) do
guiElement:setVisibility(visibility)
end
end
function MenuSystem:setAllMenuActivity(activity)
for k,v in pairs(self.menus) do
v.isActive = activity
for _, guiElement in pairs(self.menus) do
guiElement.isActive = activity
end
end
function MenuSystem:removeDestroyedMenus()
-- On retire les entitées marquées comme supprimées
for k,v in pairs(self.menus) do
if (v.isDestroyed == true) then
self.menus[k] = nil
for name, guiElement in pairs(self.menus) do
if (guiElement.isDestroyed == true) then
self.menus[name] = nil
end
end
end
-- SOUND FUNCTIONS
-- Add sounds to every menus
-- TODO: rework to be used directly by widgets later
function MenuSystem:setSoundFromSceneAssets(soundname)
for k,v in pairs(self.menus) do
v:setSoundFromSceneAssets(soundname)
for _, guiElement in pairs(self.menus) do
guiElement:setSoundFromSceneAssets(soundname)
end
end
function MenuSystem:setSound(soundasset)
for k,v in pairs(self.menus) do
v:setSound(soundasset)
for _, guiElement in pairs(self.menus) do
guiElement:setSound(soundasset)
end
end
@ -197,17 +198,18 @@ end
function MenuSystem:update(dt)
if (self.isActive) then
self:removeDestroyedMenus()
for k,v in pairs(self.menus) do
v:update(dt)
v:updateWidgets(dt)
for _, guiElement in pairs(self.menus) do
guiElement:update(dt)
--TODO: move this inside the menu
guiElement:updateWidgets(dt)
end
if self.menus[self.focusedMenu] ~= nil then
-- Only check buttons if the current focused menu is actually active
if self.menus[self.focusedMenu].isActive then
for k,v in pairs(self.keys) do
if self.keys[k].isPressed then
self.menus[self.focusedMenu]:keyreleased(k)
for keyname, keydata in pairs(self.keys) do
if self.keys[keyname].isPressed then
self.menus[self.focusedMenu]:keyreleased(keyname)
end
end
end
@ -221,10 +223,11 @@ end
function MenuSystem:mousemoved(x, y, dx, dy)
if (self.isActive) then
for k,v in pairs(self.menus) do
if v.isActive then
if (x > v.x) and (x < v.x + v.w) and (y > v.y) and (y < v.y + v.h) then
v:mousemoved(x - v.x, y - v.y)
for _, guiElement in pairs(self.menus) do
if guiElement.isActive then
if guiElement:areCoordInside(x, y) then
local xx, yy = guiElement:getRelativeCoordinate(x, y)
guiElement:mousemoved(xx, yy)
break;
end
end
@ -235,10 +238,11 @@ end
function MenuSystem:mousepressed( x, y, button, istouch )
if (self.isActive) then
for k,v in pairs(self.menus) do
if v.isActive then
if (x > v.x) and (x < v.x + v.w) and (y > v.y) and (y < v.y + v.h) then
v:mousepressed(x - v.x, y - v.y, button, istouch )
for _, guiElement in pairs(self.menus) do
if guiElement.isActive then
if guiElement:areCoordInside(x, y) then
local xx, yy = guiElement:getRelativeCoordinate(x, y)
guiElement:mousepressed(xx, yy, button, istouch )
break;
end
end
@ -251,10 +255,10 @@ end
function MenuSystem:getDrawList()
local drawList = {}
for k,v in pairs(self.menus) do
for name, guiElement in pairs(self.menus) do
local drawObject = {}
drawObject.name = k
drawObject.depth = v.depth
drawObject.name = name
drawObject.depth = guiElement.depth
table.insert(drawList, drawObject)
end
table.sort(drawList, function(a,b) return a.depth > b.depth end)
@ -267,10 +271,10 @@ function MenuSystem:draw(dt)
-- Draw all the menus
self.drawList = self:getDrawList()
for i,v in ipairs(self.drawList) do
local v2 = self.menus[v.name]
if (v2.isVisible) then
v2:draw(dt)
for _, drawObject in ipairs(self.drawList) do
local guiElement = self.menus[drawObject.name]
if (guiElement.isVisible) then
guiElement:draw(dt)
end
end